       (log-render state "debug" "1-draw-player.xp")
       (draw-ranged-attack-line state player player-x player-y)
       (log-render state "debug" "2-draw-ranged-attack-line.xp")
-      (draw-npcs state current-time vx vy d)
+      (draw-npcs state player-pos current-time vx vy d)
       (log-render state "debug" "3-draw-npcs.xp")
       (render-hud state)
       (log-render state "debug" "4-render-hud.xp")

   This renders everything - the map, the menus, the log,
   the status bar. Everything."
  [rstate state]
  (let [{:keys [columns rows]}                      (get state :screen)
        current-time                                (get-in state [:world :time])
        {{player-x :x player-y :y} :pos :as player} (rp/get-player state)
        [vx vy]                                     (rv/viewport-xy state)
        d                                           (rlos/sight-distance state)
        cells                                       (rv/cellsxy-in-viewport state)
        lantern-on                                  (when-let [lantern (rp/inventory-id->item state :lantern)]
                                                      (get lantern state :off))
        ;_ (println cells)
        ;_ (log/info "cells" (str cells))
        characters     (persistent!

                                                            [(rutil/item->char (first cell-items))
                                                             (rutil/item->fg   (first cell-items))
                                                             :black])
                                                          (cell->ch-fg-bg cell current-time))))
                                           ;; shade character based on visibility, harvestableness, raft
                                           shaded-out-char (cond
                                                             (not= (cell :discovered) current-time)
